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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r12067) -Cleanup: Codestyle on loading object references
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parent
7f5f48281c
commit
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@ -1329,64 +1329,56 @@ static void *IntToReference(uint index, SLRefType rt)
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{
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/* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE,
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* and should be loaded like that */
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if (rt == REF_VEHICLE_OLD && !CheckSavegameVersionOldStyle(4, 4))
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if (rt == REF_VEHICLE_OLD && !CheckSavegameVersionOldStyle(4, 4)) {
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rt = REF_VEHICLE;
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}
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/* No need to look up NULL pointers, just return immediately */
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if (rt != REF_VEHICLE_OLD && index == 0)
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if (rt != REF_VEHICLE_OLD && index == 0) {
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return NULL;
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}
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index--; // correct for the NULL index
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switch (rt) {
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case REF_ORDER: {
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if (!_Order_pool.AddBlockIfNeeded(index))
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error("Orders: failed loading savegame: too many orders");
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return GetOrder(index);
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}
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case REF_VEHICLE: {
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if (!_Vehicle_pool.AddBlockIfNeeded(index))
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error("Vehicles: failed loading savegame: too many vehicles");
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return GetVehicle(index);
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}
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case REF_STATION: {
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if (!_Station_pool.AddBlockIfNeeded(index))
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error("Stations: failed loading savegame: too many stations");
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return GetStation(index);
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}
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case REF_TOWN: {
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if (!_Town_pool.AddBlockIfNeeded(index))
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error("Towns: failed loading savegame: too many towns");
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return GetTown(index);
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}
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case REF_ROADSTOPS: {
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if (!_RoadStop_pool.AddBlockIfNeeded(index))
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error("RoadStops: failed loading savegame: too many RoadStops");
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return GetRoadStop(index);
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}
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case REF_ENGINE_RENEWS: {
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if (!_EngineRenew_pool.AddBlockIfNeeded(index))
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error("EngineRenews: failed loading savegame: too many EngineRenews");
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return GetEngineRenew(index);
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}
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case REF_CARGO_PACKET: {
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if (!_CargoPacket_pool.AddBlockIfNeeded(index))
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error("CargoPackets: failed loading savegame: too many Cargo packets");
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return GetCargoPacket(index);
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}
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case REF_ORDER:
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if (_Order_pool.AddBlockIfNeeded(index)) return GetOrder(index);
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error("Orders: failed loading savegame: too many orders");
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case REF_VEHICLE_OLD: {
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case REF_VEHICLE:
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if (_Vehicle_pool.AddBlockIfNeeded(index)) return GetVehicle(index);
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error("Vehicles: failed loading savegame: too many vehicles");
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case REF_STATION:
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if (_Station_pool.AddBlockIfNeeded(index)) return GetStation(index);
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error("Stations: failed loading savegame: too many stations");
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case REF_TOWN:
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if (_Town_pool.AddBlockIfNeeded(index)) return GetTown(index);
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error("Towns: failed loading savegame: too many towns");
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case REF_ROADSTOPS:
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if (_RoadStop_pool.AddBlockIfNeeded(index)) return GetRoadStop(index);
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error("RoadStops: failed loading savegame: too many RoadStops");
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case REF_ENGINE_RENEWS:
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if (_EngineRenew_pool.AddBlockIfNeeded(index)) return GetEngineRenew(index);
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error("EngineRenews: failed loading savegame: too many EngineRenews");
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case REF_CARGO_PACKET:
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if (_CargoPacket_pool.AddBlockIfNeeded(index)) return GetCargoPacket(index);
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error("CargoPackets: failed loading savegame: too many Cargo packets");
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case REF_VEHICLE_OLD:
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/* Old vehicles were saved differently:
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* invalid vehicle was 0xFFFF,
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* and the index was not - 1.. correct for this */
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index++;
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if (index == INVALID_VEHICLE)
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return NULL;
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if (index == INVALID_VEHICLE) return NULL;
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if (_Vehicle_pool.AddBlockIfNeeded(index)) GetVehicle(index);
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error("Vehicles: failed loading savegame: too many vehicles");
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if (!_Vehicle_pool.AddBlockIfNeeded(index))
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error("Vehicles: failed loading savegame: too many vehicles");
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return GetVehicle(index);
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}
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default: NOT_REACHED();
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}
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